tbftss/src/battle/hud.c

499 lines
11 KiB
C

/*
Copyright (C) 2015 Parallel Realities
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "hud.h"
static void drawPlayerTargeter(void);
static void drawNumFighters(void);
static void drawHealthBars(void);
static void drawWeaponInfo(void);
static void drawObjectives(void);
static void drawDistancesInfo(void);
static void drawHudMessages(void);
static void drawPlayerSelect(void);
static void drawAbilityBars(void);
static void drawBoostECMBar(int current, int max, int x, int y, int r, int g, int b);
static void drawHealthShieldBar(int current, int max, int x, int y, int r, int g, int b, int flashLow);
static HudMessage hudMessageHead;
static HudMessage *hudMessageTail;
static SDL_Texture *targetPointer;
static SDL_Texture *targetCircle;
static SDL_Texture *smallFighter;
static SDL_Texture *arrowLeft;
static SDL_Texture *arrowRight;
static SDL_Texture *armour;
static SDL_Texture *shield;
static SDL_Texture *ecm;
static SDL_Texture *boost;
static SDL_Texture *nextGun;
static int numMessages;
static char *gunName[] = {"", "Particle Cannon", "Plasma Cannon", "Laser Cannon", "Mag Cannon", "Rockets", "Missiles"};
void initHud(void)
{
memset(&hudMessageHead, 0, sizeof(HudMessage));
hudMessageTail = &hudMessageHead;
targetPointer = getTexture("gfx/hud/targetPointer.png");
targetCircle = getTexture("gfx/hud/targetCircle.png");
smallFighter = getTexture("gfx/hud/smallFighter.png");
arrowLeft = getTexture("gfx/widgets/optionsLeft.png");
arrowRight = getTexture("gfx/widgets/optionsRight.png");
armour = getTexture("gfx/hud/armour.png");
shield = getTexture("gfx/hud/shield.png");
ecm = getTexture("gfx/hud/ecm.png");
boost = getTexture("gfx/hud/boost.png");
nextGun = getTexture("gfx/hud/nextGun.png");
}
void doHud(void)
{
HudMessage *hudMessage, *prev;
numMessages = 0;
prev = &hudMessageHead;
for (hudMessage = hudMessageHead.next ; hudMessage != NULL ; hudMessage = hudMessage->next)
{
hudMessage->life--;
numMessages++;
if (hudMessage->life <= 0)
{
if (hudMessage == hudMessageTail)
{
hudMessageTail = prev;
}
prev->next = hudMessage->next;
free(hudMessage);
hudMessage = prev;
numMessages--;
}
prev = hudMessage;
}
}
void addHudMessage(SDL_Color c, char *format, ...)
{
va_list args;
HudMessage *hudMessage = malloc(sizeof(HudMessage));
memset(hudMessage, 0, sizeof(HudMessage));
hudMessageTail->next = hudMessage;
hudMessageTail = hudMessage;
va_start(args, format);
vsprintf(hudMessageTail->message, format, args);
va_end(args);
hudMessage->color = c;
hudMessage->life = FPS * 5;
numMessages++;
while (numMessages > MAX_HUD_MESSAGES)
{
hudMessage = hudMessageHead.next;
hudMessageHead.next = hudMessage->next;
free(hudMessage);
numMessages--;
}
}
void drawHud(void)
{
if (player != NULL)
{
drawHealthBars();
drawAbilityBars();
drawPlayerTargeter();
drawWeaponInfo();
drawNumFighters();
drawObjectives();
drawDistancesInfo();
drawRadar();
drawRadarRangeWarning();
}
drawHudMessages();
if (battle.playerSelect)
{
drawPlayerSelect();
}
}
static void drawHealthBars(void)
{
float p;
int r, g, b;
r = g = b = 0;
p = player->health;
p /= player->maxHealth;
if (p <= 0.25)
{
r = 255;
}
else if (p <= 0.5)
{
r = 255;
g = 255;
}
else
{
g = 200;
}
blit(armour, 6, 9, 0);
drawHealthShieldBar(player->health, player->maxHealth, 30, 10, r, g, b, 1);
blit(shield, 6, 29, 0);
drawHealthShieldBar(player->shield, player->maxShield, 30, 30, 0, 200, 255, 0);
}
static void drawHealthShieldBar(int current, int max, int x, int y, int r, int g, int b, int flashLow)
{
SDL_Rect rect;
float percent = 0;
if (max > 0)
{
percent = current;
percent /= max;
if (flashLow && percent <= 0.25 && battle.stats[STAT_TIME] % FPS < 30)
{
percent = 0;
}
}
rect.x = x;
rect.y = y;
rect.w = 250;
rect.h = 12;
SDL_SetRenderDrawColor(app.renderer, r / 2, g / 2, b / 2, 255);
SDL_RenderFillRect(app.renderer, &rect);
SDL_SetRenderDrawColor(app.renderer, 255, 255, 255, 255);
SDL_RenderDrawRect(app.renderer, &rect);
if (current > 0)
{
rect.x += 2;
rect.y += 2;
rect.w -= 4;
rect.h -= 4;
rect.w *= percent;
SDL_SetRenderDrawColor(app.renderer, r, g, b, 255);
SDL_RenderFillRect(app.renderer, &rect);
}
}
static void drawAbilityBars(void)
{
blit(boost, 6, 49, 0);
drawBoostECMBar(battle.boostTimer, BOOST_RECHARGE_TIME, 30, 50, 128, 128, 255);
blit(ecm, 155, 49, 0);
drawBoostECMBar(battle.ecmTimer, ECM_RECHARGE_TIME, 175, 50, 255, 128, 0);
}
static void drawBoostECMBar(int current, int max, int x, int y, int r, int g, int b)
{
SDL_Rect rect;
float percent = current;
percent /= max;
rect.x = x;
rect.y = y;
rect.w = 105;
rect.h = 12;
SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 255);
SDL_RenderFillRect(app.renderer, &rect);
SDL_SetRenderDrawColor(app.renderer, 255, 255, 255, 255);
SDL_RenderDrawRect(app.renderer, &rect);
rect.x += 2;
rect.y += 2;
rect.w -= 4;
rect.h -= 4;
rect.w *= percent;
if (current < max)
{
r /= 2;
g /= 2;
b /= 2;
}
SDL_SetRenderDrawColor(app.renderer, r, g, b, 255);
SDL_RenderFillRect(app.renderer, &rect);
}
static void drawWeaponInfo(void)
{
int i, y;
if (!player->combinedGuns)
{
if (battle.numPlayerGuns)
{
y = 70;
for (i = 0 ; i < BT_MAX ; i++)
{
if (playerHasGun(i))
{
if (player->selectedGunType == i)
{
drawText(30, y, 14, TA_LEFT, colors.green, "%s", gunName[i]);
blit(nextGun, 8, y + 5, 0);
}
else
{
drawText(30, y, 14, TA_LEFT, colors.darkGrey, "%s", gunName[i]);
}
y += 20;
}
}
}
else
{
drawText(30, 70, 14, TA_LEFT, colors.white, "(None)");
}
}
else
{
drawText(30, 70, 14, TA_LEFT, colors.white, "(Combined Guns)");
}
drawText(280, 70, 14, TA_RIGHT, colors.white, "Missiles (%d)", player->missiles);
}
static void drawPlayerTargeter(void)
{
float angle;
int x, y;
if (player->target || battle.missionTarget || battle.extractionPoint)
{
if (player->target)
{
SDL_SetTextureColorMod(targetCircle, 255, 0, 0);
}
else if (battle.missionTarget)
{
SDL_SetTextureColorMod(targetCircle, 0, 255, 0);
}
else
{
SDL_SetTextureColorMod(targetCircle, 255, 255, 0);
}
blit(targetCircle, player->x - battle.camera.x, player->y - battle.camera.y, 1);
}
if (player->target)
{
angle = getAngle(player->x, player->y, player->target->x, player->target->y);
x = player->x;
y = player->y;
x += sin(TO_RAIDANS(angle)) * 45;
y += -cos(TO_RAIDANS(angle)) * 45;
SDL_SetTextureColorMod(targetPointer, 255, 0, 0);
blitRotated(targetPointer, x - battle.camera.x, y - battle.camera.y, angle);
}
if (battle.missionTarget)
{
angle = getAngle(player->x, player->y, battle.missionTarget->x, battle.missionTarget->y);
x = player->x;
y = player->y;
x += sin(TO_RAIDANS(angle)) * 45;
y += -cos(TO_RAIDANS(angle)) * 45;
SDL_SetTextureColorMod(targetPointer, 0, 255, 0);
blitRotated(targetPointer, x - battle.camera.x, y - battle.camera.y, angle);
}
if (battle.extractionPoint)
{
angle = getAngle(player->x, player->y, battle.extractionPoint->x, battle.extractionPoint->y);
x = player->x;
y = player->y;
x += sin(TO_RAIDANS(angle)) * 45;
y += -cos(TO_RAIDANS(angle)) * 45;
SDL_SetTextureColorMod(targetPointer, 255, 255, 0);
blitRotated(targetPointer, x - battle.camera.x, y - battle.camera.y, angle);
}
}
static void drawNumFighters(void)
{
/* Allies */
SDL_SetTextureColorMod(smallFighter, 150, 200, 255);
blit(smallFighter, 400, 15, 0);
drawText(425, 11, 14, TA_LEFT, colors.white, "(%d)", battle.numAllies);
/* Enemies */
SDL_SetTextureColorMod(smallFighter, 255, 100, 100);
blit(smallFighter, SCREEN_WIDTH - 410, 15, 0);
drawText(SCREEN_WIDTH - 420, 11, 14, TA_RIGHT, colors.white, "(%d)", battle.numEnemies);
}
static void drawObjectives(void)
{
drawText(SCREEN_WIDTH / 2, 10, 16, TA_CENTER, colors.white, "%d / %d", battle.numObjectivesComplete, battle.numObjectivesTotal);
}
static float distanceToKM(int x1, int y1, int x2, int y2)
{
float distance;
distance = getDistance(x1, y1, x2, y2);
/* 2px = 1m approx */
distance /= 2;
distance = (int)distance;
distance /= 1000;
return distance;
}
static void drawDistancesInfo(void)
{
int y;
float distance;
y = 11;
if (player->target != NULL)
{
drawText(SCREEN_WIDTH - 15, y, 18, TA_RIGHT, colors.red, player->target->name);
y += 30;
distance = distanceToKM(player->x, player->y, player->target->x, player->target->y);
drawText(SCREEN_WIDTH - 15, y, 14, TA_RIGHT, colors.red, "Target: %.2fkm", distance);
y += 25;
}
if (battle.missionTarget != NULL)
{
distance = distanceToKM(player->x, player->y, battle.missionTarget->x, battle.missionTarget->y);
drawText(SCREEN_WIDTH - 15, y, 14, TA_RIGHT, colors.green, "Objective: %.2fkm", distance);
y += 25;
}
if (battle.extractionPoint != NULL)
{
distance = distanceToKM(player->x, player->y, battle.extractionPoint->x, battle.extractionPoint->y);
drawText(SCREEN_WIDTH - 15, y, 14, TA_RIGHT, colors.yellow, "Extraction Point: %.2fkm", distance);
y += 25;
}
}
static void drawHudMessages(void)
{
HudMessage *hudMessage;
int y = SCREEN_HEIGHT - 25;
for (hudMessage = hudMessageHead.next ; hudMessage != NULL ; hudMessage = hudMessage->next)
{
drawText(10, y, 14, TA_LEFT, hudMessage->color, hudMessage->message);
y -= 25;
}
}
static void drawPlayerSelect(void)
{
SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(app.renderer, 0, 0, 0, 128);
SDL_RenderFillRect(app.renderer, NULL);
SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_NONE);
SDL_SetTextureColorMod(targetCircle, 0, 200, 255);
blit(targetCircle, player->x - battle.camera.x, player->y - battle.camera.y, 1);
drawText(SCREEN_WIDTH / 2, 500, 28, TA_CENTER, colors.white, "SELECT NEW FIGHTER");
if (player->health > 0)
{
drawText(SCREEN_WIDTH / 2, 540, 20, TA_CENTER, colors.white, "%s (%d%% / %d%%)", player->defName, getPercent(player->health, player->maxHealth), getPercent(player->shield, player->maxShield));
}
blit(arrowLeft, (SCREEN_WIDTH / 2) - 200, 520, 1);
blit(arrowRight, (SCREEN_WIDTH / 2) + 200, 520, 1);
}
void resetHud(void)
{
HudMessage *hudMessage;
while (hudMessageHead.next)
{
hudMessage = hudMessageHead.next;
hudMessageHead.next = hudMessage->next;
free(hudMessage);
}
}